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Star Trek Fan Games - View topic - Supremacy Pre-Release Download
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 Supremacy Pre-Release Download 
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Crewman
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Strings' link may try to be informative but frankly I'm not convinced. The only parts of it I trust are the red (tv shows) and orange (canon tech manuals). Still, I'm perfectly happy leaving credits in the game (as Malvoisin said even in later shows like DS9 and VOY there would be mentions of money, or implied like Julian and Miles had to pay Quark for the holosuites somehow), but then my point about them having no use in Supremacy thus far still stands.


11 Jan 2008, 09:41
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I guess the "buying" and rushing up buildings - thing is still to be implemented fedor ;).


11 Jan 2008, 10:04
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I'm aware that there is very little use for credits *yet*, but this will likely change over time as the game gets fleshed out a bit. And if it doesn't, and credits still have no practical use outside of diplomacy, then I'll be willing to consider removing them from the game.

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11 Jan 2008, 13:04
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Heh, I was quite surprised with the fact that I seemed to hit quite a nerve with the whole credits thing :p I was actually only curious what plans, if any, there were.

I think you'll agree that in BOTF buying things seemed weird, especially as the Feds, cause who were you paying? Where was the money going? Especially when say you've just started and only have Sol and haven't met anyone yet. Because of the mixed signals in the TV shows etc, we're definitely left with a messy situation. I mentioned the Feds in particular because for any other empire we can make the assumption that private individuals/families/enterprises exist and that you're contracting them for example. But for the Federation, I've always liked to think that all resources are controlled by the government and governmental agencies, and allocated by them as well. I guess whichever way we go someone will be left upset, can't really win-win. Well, perhaps thats what mods are for? ;)


11 Jan 2008, 16:03
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I suppose it comes down to a gameplay issue, making credits a resource which has some vital use means no doubt you can add various gameplay elements which can manipulate credit numbers and hopefully add fun and interesting gameplay. If say credits were vital to ship building then you would want a constant supply of credit. If this credit was disrupted somehow then you would be forced to do something about it, i.e pirates or something to that effect.

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11 Jan 2008, 16:52
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11 Jan 2008, 17:09
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understanding economics is never quite easy. I mean the deeper question behind this is something like why not just create credits out of nowhere and "print money". but to the original question. What I think credits stand for is surplus production. To be more exact, it's the economic surplus factor that allows to build things in a way that usually would mean "at a loss".
In other words you quick-hire lots and lots of skilled workers, letting them work round the clock, pay night-shifts, supply those workers with extra-facilities which become of no use once the ship/building is completed. But of course always "state-controlled".

It also means to "overuse" production facilities and their robots assembling the ship or building parts together leading them right over to the scrap heap once the thing is assembled. That prevents having usable extra-facilities left for further regular worker assignment after task completion.

Also it means to have those who create those production modules and parts increase their speed at the cost of lower efficiency, more committee/rejects, and all this at the price of economically valued goods which are now spent once the production is complete and such no longer available. Thus the spent credits.

If you give away credits to other races, you actually give that surplus capacity to them so they can use your facilities to build things they want to or just sell it further to someone else for stripes of latinum. I think despite what ideal state the economy in the UFP might be, there are still things scarce such as skilled and qualified manpower, industrial production capacity, also despite what replicators can actually perform in that area and certain raw materials. All of which qualify for the general use of a term called credits which combine them and let you spend them on whatever occasion you like.

It's a gauge of the economic flexibility in-game. If you make credits out of trading, you do just the things above, but with another empire.

Of course one could think of a system that ties credits and the cost of buildings to the current mean tech level in order to represent the efficiency with which credits are converted into usable goods. But then one has to increase credit costs for late-tech buildings and ships by a certain factor and cannot link it firmly to the industry cost of the given product. Also what is even more important, one should make the costs to buy things higher each time you buy something in a given turn in order to show that your empire is already strained out with the last buy request. Also industry costs should be exponentially linked to credits cost, i.e. high industry points still remaining at a given build equals even higher credits costs so that large projects aren't that easily bought up. Next buy in same turn is then correspondingly more expensive, the more you spend already for the other buy. It is a natural continuation of the exponential relation of IP and Credits cost.
You have then to wait a turn before that economic heat is taken out of the system.


11 Jan 2008, 17:30
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Ok, so in short you're saying the game requires a mechanism for storing surplus production, easiest way is via credits, and trading with credits is a transfer of surplus production, oh and with every buy, cost of production should increase due to loss of efficiency and damaged infrastructure.

Well ... I agree. :bigthumb: it is essential and I see now my suggestion of taking it out of science etc has no provision for storing surplus, so scrap that idea. Hmm, maybe we can keep calling it credits, but just have some creative writers put in a tooltip that say the credits are surplus production, and not money in the Federation. In Supremacy this can go into the encyclopedia bit. Simple solution, no?


11 Jan 2008, 19:15
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This is most of the info about Federation Credits from Memory Alpha, I would've just posted the link, but there isn't too much info, and I couldn't remember if they allowed links or not. Hope this helps.

Federation credits are units of currency used in transactions with some Federation and non-Federation worlds or for goods and services that cannot be replicated efficiently. Although not a monetary unit in the classical sense, it makes exchanges with alien planets possible. (TOS: "The Trouble with Tribbles"; TAS: "Mudd's Passion"; TNG: "The Price")

When interacting with alien cultures, Federation citizens simply inform the aliens that they will be "paying" in Federation credits and the aliens get their true compensation through trade agreements between the two governments. Thus, Federation officers could buy drinks at Quark's without owning a single bit of latinum. (Star Trek: Deep Space Nine)

* Kirk stated that Starfleet had a lot invested in both he and Spock. In fact, Starfleet had 122,200-plus credits invested in Spock by the year end of 2267. (TOS: "Errand of Mercy", "The Apple")

* Uhura offers to purchase a tribble for ten credits. (TOS: "The Trouble with Tribbles")

* Beverly Crusher buys a roll of cloth, and has her account on the Enterprise-D billed. (TNG: "Encounter at Farpoint")

* The Federation would have paid 1,500,000 Federation credits as a lump sum and then 100,000 credits every Barzanian year for the rights to the Barzan wormhole. (TNG: "The Price")

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11 Jan 2008, 20:40
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11 Jan 2008, 23:36
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It looks really good so far.

I realise the diplomacy is still new, but i found i couldn't send new messages after a while. Is there a limit to the number of diplomatic contacts you can have?


12 Jan 2008, 07:16
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It's a known bug that's actually been mentioned here in this thread already. If you save and restart your game, you'll find you can use it again.


12 Jan 2008, 16:29
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Is that kind of resource usage normal? 100% CPU and whatnot.


12 Jan 2008, 21:38
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13 Jan 2008, 01:03
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I guess my first question to Emwun would be:
What CPU do you have?

But beyond that as you can see I experienced some pretty high usage on my Core 2 Duo so you're not alone and the game simply hasn't been optimised for performance yet. As for what Matress said, I agree with everything except for "Supremacy uses all the power that is available to it - if you've got more, Supremacy will find a way to use it, especially for the planet animations". Unless there is a bug, from what I know there should still be a ceiling where the game is running without being hindered at all, it's just for now this ceiling is quite high, and if Mike has anything to do about it, it will come down. The one exception being turn processing, it's in everyone's best interest there that the game really does use all the power available to it to make the process as fast as possible.


13 Jan 2008, 04:28
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13 Jan 2008, 07:08
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For a single core 2.2ghz A64, I think it's pretty much expected. I mean think about it, the Core 2 Duos do more work per CPU cycle than current (and your) AMD, so that means if my two cores at 2.66ghz each are hitting over 60% usage then to me your numbers seem in line with my experiences too. No need to worry though, the game will be optimised in time. For now, you can try deselecting the extra animations in Options and you can create a shortcut to the game with a -NoMusic switch. I imagine this will help some if you are using an onboard sound card, but not really otherwise.

Just in case you don't know how, browse to the Supremacy main .exe file, right-click, then use the Send To --> Desktop and it will create a shortcut on the desktop. Then right click that and change the "Target" to something like:
R:\sup07jan08\SupremacyClient.exe -NoMusic


13 Jan 2008, 10:07
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Hi there all together.

First, Supremacy is getting where botf should have been a long time ago. I really like it.

Though, I need to post a bug:

after saving a game I am not able to load it again, I attached the Error.txt thingy for information.

Keep it up, i really like this game, keeps me awake during boring shifts at work with not much to do...

Greets,

the duke


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Error.txt [6.17 KiB]
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13 Jan 2008, 21:47
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Looks like the savegame was corrupted on saving. Did you try loading more than once? I find the C:\ paths with Mike Strobel in there kinda off! I'm sure he will appreciate the feedback and will have something more definitive to say about your problem, but for now I thank you on his behalf :)


14 Jan 2008, 08:22
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14 Jan 2008, 13:05
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Posted a new release with more bug fixes to the game and the editor (matress, descriptions should save properly now).

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14 Jan 2008, 16:44
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My RAID5 array crapped out on me entirely today, making me lose 2TB of data, so it's a good thing I can test this version out now and take my mind off it for a bit :)


14 Jan 2008, 18:23
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14 Jan 2008, 20:47
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14 Jan 2008, 23:05
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15 Jan 2008, 05:22
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OK first non-Matress bits :p

I experienced a crash. The word (I assume) OUTGOING is cut off in the Diplomacy screen. So I was curious and I hovered my mouse in the area, and parts of the bar at the top (with the words OUTGOING among it and others) light up when they are hovered over. I figured maybe this was some implementation of "Sorting By", and I clicked. Result = crash. I've attached error.txt, crash.txt and trace.txt.

What is the significance of the word Diplomacy in the top right on the starmap screen? Is it something that is a left-over of a feature that was decided against, or something that still will be implemented? Just pointing it out in case it's been forgotten heh.

Two feature requests. One, would it be possible to click the little fleet/ship icon on the starmap and be taken directly to issuing orders for the ship/fleet that is represented by the icon? This was in the original BOTF, and although it sometimes select ships/fleets that you don't want (if you have large stacks) I still felt it was more beneficial and useful than not. Two, the right click navigation. In BOTF, if you were to press the right click button and hold it, pull up/down/left/right, and then let go, it would jump to the screen in question. I found it to be extremely slick and click-saving. I don't know how easy it would be to implement (I don't think the fact that there are six sections instead of four in BOTF should make a difference although it might) but I think it was a fantastic feature.

Matress, here are some things I jotted down about race descriptions:
Ardanans
...if there to be serious... should be they are or they're, not there.

Son'a
But they have... First, maybe it shouldn't be a new sentence. Second, I think "But they *do* have..." would read better.

Wadi
"...even in the stakes..." should be "even if the stakes"

B'Omar
"...keep themselves to themselves".... my guess is that should read "keep to themselves"

Enthara
the word discretion should be indiscretion I think

Romulans
"For it's talented" should be "For its talented" and the usage of " its' " later is wrong too.
I don't see the need to capitalise the word Cloaking
Finally, the sentence with ambush seems like two incomplete sentences strung together. IMO needs a rewrite.

EDIT - I'm a little confused, the descriptions in-game do not match the ones from Supremacy Editor. Aren't they supposed to?


Attachments:
Trace.txt [2.35 KiB]
Downloaded 167 times
Log.txt [3.54 KiB]
Downloaded 156 times
Error.txt [3.8 KiB]
Downloaded 136 times
15 Jan 2008, 08:37
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Hehe thanks for those, Fedor!

The outgoing message bit is definitely a mistake - the bar where it needs to go needs to be extended. I'm sure Mike can fix that in a future update. :)

I'm only guessing here, but i'm pretty sure i'm right. The significance of Diplomacy on the galactic map is that when you make contact with another Empire, their icon will be displayed in one of the four boxes underneath Diplomacy. You will probably be able to click the icon to be taken straight to Diplomacy with that race. It looks like that's a feature that hasn't been implemented yet though.

I've implemented all of your grammar updates, as well as a few of my own. I've also fixed the missing facility descriptions problem, fixed the problem with the Federation shipyards (There was no type 1 but two type 2 shipyards), i've deleted all of the doubled-up images, and i've almost finished the transparency fixes now. I'll send the completed files to Mike when I'm done.

Matress likes the feature requests. :)

...

Mike, this will probably make you want to tear your hair out but the galactic map glitch is still there. I can tell if a minor race is in a sector that I haven't yet explored.



15 Jan 2008, 17:33
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I noticed we missed the Voth in dafedz database but voth search here in the forums diggs up some results, like the Voth logo as Job for 2D artists. I think we should add them quickly cause I have the feeling we might forget about them again otherwise ;).


15 Jan 2008, 19:49
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Oh yes...the city ship people. They're going to be a difficult race to make, considering they lived in a ship, not a system. What do people think? Stick with canon and make them a random event, or have them as another minor race, albeit one with supremely advanced technology?

...

Fedor, the descriptions are different because each race has TWO descriptions; one low-detail one that you see during first contact, and another, greater detail one that is available in the Trekpedia. You can access this from the research screen by clicking on the encyclopedia icon at the top of the screen. As with everything else, you can only see these descriptions once you have encountered the race first. :wink:


15 Jan 2008, 20:38
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Matress is correct about the purpose of the 'Diplomacy' header on the galaxy screen (currently only a placeholder). Also, I just fixed the crash when clicking on the "Outgoing Message" header to sort. I'll fix the race visibility problem with unexplored sectors later this week.

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16 Jan 2008, 00:31
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